@UKAzzer,
Snotters and Derps never ever used hit me for that much. At most snotters would do around 80 and derps around 450. And I don't have a lot of armour. Have other people confirmed to you about those numbers?
As for the patch, I do like the explodifier/Mr Boom Boom change and the rotating cannon buff. However, I don't really see why the other creatures were nerfed. It might be that the more casual players that don't do so well in attacking are less vocal in the forums, which is why attacking is being nerfed.

@UKAzzer,

Snotters and Derps never ever used hit me for that much. At most snotters would do around 80 and derps around 450. And I don't have a lot of armour. Have other people confirmed to you about those numbers?

As for the patch, I do like the explodifier/Mr Boom Boom change and the rotating cannon buff. However, I don't really see why the other creatures were nerfed. It might be that the more casual players that don't do so well in attacking are less vocal in the forums, which is why attacking is being nerfed.

Zazzek

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November 30, 2013 07:42 (over 1 year ago)

Derps and snotter were not changed, they have the exactly same numbers. Most heroes just received a HUGE bonus to physical and magical armor (it seems that magical armor was raised more than physical armor). Jimbos used to hit my knight for 1600-1700, now they do about 1100 damage. I think that the defensive stats should be decreased a bit.

Derps and snotter were not changed, they have the exactly same numbers. Most heroes just received a HUGE bonus to physical and magical armor (it seems that magical armor was raised more than physical armor). Jimbos used to hit my knight for 1600-1700, now they do about 1100 damage. I think that the defensive stats should be decreased a bit.

IMBIGNSCAREY

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November 30, 2013 07:44 (over 1 year ago)

Thanks for the detailed patch notes. Appreciated!

Thanks for the detailed patch notes. Appreciated!

bouledeflipper

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November 30, 2013 12:48 (over 1 year ago)

Ukazzer > it's because mages got a huge defensive boosts. It's not derps/ snotters who have been nerfed, but probably your armor (magic and physical) that got doubled or tripled. (my magical armor doubled with patch 19).
I'm a bit doubtful on the stuns nerfs. When there's a strong mechanic in a game, nerfing isn't the only solution. Often nerfs end up making that mechanic useless. Instead, developer usualy introduce a countermechanism. Here, there was already such a counter "crowd control reduction". If stuns were a problem, the only thing you had to do was making the crowd control reduction stat more common. And maybe buff numbers of this stats so that you could reach 50% with two piece of equpement with crowd control reduction. But instead you chosed to nerf stun duration on players. Not only did you made defending harder. But you also made the crowd control stats useless. because let's face it, 20% of a 1 second stun (aka 1/5 of a second) won't really matter.
2nd rotating firetraps.;. who thought doubling the damage output was a good idea? nobody's complaining about that because it's the only thing that works now, but the damage now is insane. an archer can die in 2 seconds with these things. and they have such a huge radius, it seems to be a bit overpowered...
As I said this don't need a nerf right now because everything else is underpowered, which means those traps are one of the few things left for defending. But if you ever buff defense enough, this will need a nerf.
The range of jimbos is now laughable. And now an archer can survive a swing. (if they ever get hit by it).
nerf of hungerbots and scorpios, while it makes sense because you're reintroducing chainpulls, it's a bit too much I think.
And whyyy nerfing the muttons, why???
Also now cleave and fireslash are now totaly redundant. gj.
For the new stats, they are fun and good idea for the "epic" part of epic loot. however, since the doors stay shut because of it, we can't really toy seriously with those "epic" stats. Besides confusion seems a little bit overwpowered, and there seem to be a few exploits with raise the deads.
ALso if you're nerfing eyeline because it was too punishing (because you could die in two hits as an archer prepatch), you should at least buff the specialisation in some other way. Because, if you're not doing stupid mistakes, you're never gonna get hit by it.
Also I love the eyemax eyeline specialisation new animation. but that's one of the few positive thing I can really say this patch, everything else is disappointing.
webmasters' nerf, while necessary in my opinion( gosh those were annoying) might hve been too much. But I've yet to get used to their new patterns, so I don't really know if they became balanced or useless.

I'm a bit doubtful on the stuns nerfs. When there's a strong mechanic in a game, nerfing isn't the only solution. Often nerfs end up making that mechanic useless. Instead, developer usualy introduce a countermechanism. Here, there was already such a counter "crowd control reduction". If stuns were a problem, the only thing you had to do was making the crowd control reduction stat more common. And maybe buff numbers of this stats so that you could reach 50% with two piece of equpement with crowd control reduction. But instead you chosed to nerf stun duration on players. Not only did you made defending harder. But you also made the crowd control stats useless. because let's face it, 20% of a 1 second stun (aka 1/5 of a second) won't really matter.

2nd rotating firetraps.;. who thought doubling the damage output was a good idea? nobody's complaining about that because it's the only thing that works now, but the damage now is insane. an archer can die in 2 seconds with these things. and they have such a huge radius, it seems to be a bit overpowered...

As I said this don't need a nerf right now because everything else is underpowered, which means those traps are one of the few things left for defending. But if you ever buff defense enough, this will need a nerf.

The range of jimbos is now laughable. And now an archer can survive a swing. (if they ever get hit by it).

nerf of hungerbots and scorpios, while it makes sense because you're reintroducing chainpulls, it's a bit too much I think.

And whyyy nerfing the muttons, why???

Also now cleave and fireslash are now totaly redundant. gj.

For the new stats, they are fun and good idea for the "epic" part of epic loot. however, since the doors stay shut because of it, we can't really toy seriously with those "epic" stats. Besides confusion seems a little bit overwpowered, and there seem to be a few exploits with raise the deads.

ALso if you're nerfing eyeline because it was too punishing (because you could die in two hits as an archer prepatch), you should at least buff the specialisation in some other way. Because, if you're not doing stupid mistakes, you're never gonna get hit by it.

Also I love the eyemax eyeline specialisation new animation. but that's one of the few positive thing I can really say this patch, everything else is disappointing.

webmasters' nerf, while necessary in my opinion( gosh those were annoying) might hve been too much. But I've yet to get used to their new patterns, so I don't really know if they became balanced or useless.

valdix-

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November 30, 2013 13:32 (over 1 year ago)

Thanks for info.
p.s. This game has huge lack of not being able to attack friends, hope you find a solution next patch!

Thanks for info.

p.s. This game has huge lack of not being able to attack friends, hope you find a solution next patch!

UKAzzer

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November 30, 2013 13:37 (over 1 year ago)

[quote name='bouledeflipper' date='Nov 30 2013 12:48 pm UTC']Ukazzer > it's because mages got a huge defensive boosts. It's not derps/ snotters who have been nerfed, but probably your armor (magic and physical) that got doubled or tripled. (my magical armor doubled with patch 19).
[/quote]
Aha, that would explain it! I never looked at any of my defensive stats before so no idea how much it raised, all I ever focused on was DPS DPS DPS, in true glass-cannon style. Seems that despite going pure glass cannon, I can still face-tank quite a few things now, too, with these attacker buffs.
Also, agree with everything else in your post above ^^ So many monsters are now useless. And you are totally right about the stun durations, stun durations should have STAYED as they were, and instead if people wanted reduced stun times, they should have to gear up in crowd-control gear (at the cost of DPS/health/armour). Would have been a LOT better. Instead they nerfed stuns on EVERYTHING so there is no point stunning an attacker AND at the same time removed any point in the crowd-control gear we already had :P

Aha, that would explain it! I never looked at any of my defensive stats before so no idea how much it raised, all I ever focused on was DPS DPS DPS, in true glass-cannon style. Seems that despite going pure glass cannon, I can still face-tank quite a few things now, too, with these attacker buffs.

Also, agree with everything else in your post above ^^ So many monsters are now useless. And you are totally right about the stun durations, stun durations should have STAYED as they were, and instead if people wanted reduced stun times, they should have to gear up in crowd-control gear (at the cost of DPS/health/armour). Would have been a LOT better. Instead they nerfed stuns on EVERYTHING so there is no point stunning an attacker AND at the same time removed any point in the crowd-control gear we already had :P

Uvirith123

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December 03, 2013 11:49 (about 1 year ago)

Wait, you made the game even more easier? Why?

Wait, you made the game even more easier? Why?

Mofodo

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December 04, 2013 01:51 (about 1 year ago)

I appreciate how often you guys are patching and updating this game and most definitely hope the consistent updates continue. However I feel like with each patch you're just throwing more obstacles at the players. What I want to see is actual updates to current creatures. In every patch you've, for the most part, just nerfed the creatures the defenders are finding convenient uses for.
As FrenzyGaming stated, if I understood correctly, rather than nerfing every creature that we as defenders find uses for - you should try to spend time buffing the creatures we aren't using as well as buffing attacking.
There are a lot of creatures that I see very little and I honestly wish I could see more of, but they just aren't worth using. Here is a list of the creatures I personally feel need buffs:
Stabassassins
Killer Crabs
Crushulator
Vamps
Mittens
Squiddleys
Countess Bloodbathory
Smell Warriors
Eyemax
That's all I can name off the top of my head, if anybody else has other creatures that you feel are useless you can list them below.
Most of these creatures just have resistances that are far too low and damage outputs that aren't worth the points that they cost. A lot of us as defenders refer to these mobs as "trash mobs" which are essentially mobs that will die in 1-2 hits by your average attacker. Now rather than nerfing attacking,(Oh please don't do anymore nerfs) I would like to see buffs to these creatures, some more signifigantly than others.
As for the attacking aspect of the game, I know that you guys have mentioned raising the level cap of the overall game to 60 when it's fully released. I just want to say that the way the skilltrees are going aren't very impressive to me at all. From level 1-13 I was thoroughly enjoying attacking because I knew that for every level I gained, I would unlock a new ability. But from level 14-30, attacking just becomes dull, the equipment isn't worth grinding for and the abilities just get very mediocre upgrades. You may want to look at other games with skill trees for ideas, by no means am I suggesting that you "copy" other games but for instance. Games like Diablo III have skill trees where there are multiple upgrades that you can choose and freely switch between for each skill that dramatically change the use of each skill. Just a suggestion, perhaps you can make skills have various elements that can be incorporated into them.
I hope that my input will help make the game just a tad bit better. Or at least help lead you to greater ideas and whatnot. Thank you for your time
Cheers, Mofodo

I appreciate how often you guys are patching and updating this game and most definitely hope the consistent updates continue. However I feel like with each patch you're just throwing more obstacles at the players. What I want to see is actual updates to current creatures. In every patch you've, for the most part, just nerfed the creatures the defenders are finding convenient uses for.

As FrenzyGaming stated, if I understood correctly, rather than nerfing every creature that we as defenders find uses for - you should try to spend time buffing the creatures we aren't using as well as buffing attacking.

There are a lot of creatures that I see very little and I honestly wish I could see more of, but they just aren't worth using. Here is a list of the creatures I personally feel need buffs:

That's all I can name off the top of my head, if anybody else has other creatures that you feel are useless you can list them below.
Most of these creatures just have resistances that are far too low and damage outputs that aren't worth the points that they cost. A lot of us as defenders refer to these mobs as "trash mobs" which are essentially mobs that will die in 1-2 hits by your average attacker. Now rather than nerfing attacking,(Oh please don't do anymore nerfs) I would like to see buffs to these creatures, some more signifigantly than others.

As for the attacking aspect of the game, I know that you guys have mentioned raising the level cap of the overall game to 60 when it's fully released. I just want to say that the way the skilltrees are going aren't very impressive to me at all. From level 1-13 I was thoroughly enjoying attacking because I knew that for every level I gained, I would unlock a new ability. But from level 14-30, attacking just becomes dull, the equipment isn't worth grinding for and the abilities just get very mediocre upgrades. You may want to look at other games with skill trees for ideas, by no means am I suggesting that you "copy" other games but for instance. Games like Diablo III have skill trees where there are multiple upgrades that you can choose and freely switch between for each skill that dramatically change the use of each skill. Just a suggestion, perhaps you can make skills have various elements that can be incorporated into them.

I hope that my input will help make the game just a tad bit better. Or at least help lead you to greater ideas and whatnot. Thank you for your time

Cheers, Mofodo

DerKeybind

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December 05, 2013 13:51 (about 1 year ago)

Stabassassins
Killer Crabs
Crushulator
Vamps
Mittens
Squiddleys
Countess Bloodbathory
Smell Warriors
Eyemax
Snotters (pretty good ability but not enough damage to balance out their resistances)
Derps (too slow, not enough damage if they hit once in a while, no elite/boss - form)
Chickens [(no ability, no damage, no resistances, no elite/boss - form) I'd love to use them in my castle]

Snotters (pretty good ability but not enough damage to balance out their resistances)
Derps (too slow, not enough damage if they hit once in a while, no elite/boss - form)
Chickens [(no ability, no damage, no resistances, no elite/boss - form) I'd love to use them in my castle]

TheMightyGuest

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December 06, 2013 17:49 (about 1 year ago)

[quote name='DerKeybind' date='Dec 05 2013 01:51 pm UTC']
Chickens [(no ability, no damage, no resistances, no elite/boss - form) I'd love to use them in my castle][/quote]
I'm having an idea for elite version of chickens, called Angry Cock.
And Derps and Snotters have their elite versions, they are Shambeline and Snott Killgrim respectively.

Quote | DerKeybindposted on Dec 05 2013 01:51 pm UTC

Chickens [(no ability, no damage, no resistances, no elite/boss - form) I'd love to use them in my castle]

I'm having an idea for elite version of chickens, called Angry Cock.

And Derps and Snotters have their elite versions, they are Shambeline and Snott Killgrim respectively.